Space Sheriff: Armed with trusty revolver (ur3, 6 inch range, 1d6 dmg) and electro-cuffs (ur2, CC, DISARMS on hit: disarmed minifig can't equip or operate anything; can attempt to break free, using a feat roll: if that fails, the cuff zaps the disarmed fig for 1d6 dmg. only one fig at a time can be cuffed)Special: Saddle Up! (Piloting), Quickdraw (can reroll a failed attack roll once per turn)

Wasteland Scavenger: Armed with Junk Rifle (ur3, 10 inch range; 1d6 dmg/2d6 dmg if the target is less than 4 inches away) and Hatchet (ur2, CC, 1d6 dmg)Special: Junk armor (can replace one Armor die with a permanent armor value for ABs: if the scav does so, he gets 2AV for the first AB, then another +1 for each additional AB spent (so it becomes 1d6+2 from 2d6 then 1d6+3 and so on)), Luddite (gains +2dmg when attacking stuctures)

Steal a jetpack from one of the soldiers and fly diagonally forward to take the left flank. Pick the Galactic Mobster as preferred prey and take out anyone that gets close, using the height advantage flying gives me. Galactic mobster is preferred prey and thus preferred target.

Yeah, in perspective it would seem better to use send PMs. I will allow Brags to revise his orders and will carry them out first because 6) I was a dumbass and 7) ST jetpacks only serve decorative purposes

Also, disclaimer: turn 1 won't happen until Saturday. Sorry folks, a lot of stuff got in the way, I may have bitten more than I can chew for this one, given university assignments. Thanks for your patience.